randarium
Noise

Perlin & Simplex Noise Generator

Create seeded numeric noise grids with configurable scale and fractal octaves.

Also known as: perlin noise · simplex noise · noise map · procedural noise

seeded

Output

No output yet — set your options and hit .
About this tool, tips & examples

What it does

The Perlin & Simplex Noise Generator produces 2D gradient-noise maps — the algorithms behind most procedural terrain, clouds, and textures. Configure grid size up to 128×128, feature scale, fractal octaves, and persistence, then export the numeric grid as CSV or JSON. Seeded output regenerates the identical map every time.

Common use cases

  • Terrain prototypes — treat values as elevation: threshold into water/land/mountains and you have a world map.
  • Texture generation — clouds, marble, wood grain, and organic patterns all start from fractal noise.
  • Simulation inputs — spatially correlated random fields for ecology, resource, and diffusion models.
  • Generative art — flow fields and displacement maps driven by smooth, reproducible noise.

Settings

  • Noise algorithm / Variant — Perlin (the 1985 classic) or Simplex (Perlin’s successor with fewer directional artifacts).
  • Width / Height — grid dimensions up to 128×128.
  • Scale — feature size: small values give broad continents, large values give fine detail.
  • Octaves — 1 to 8 layers of noise at increasing frequency; more octaves add fractal detail.
  • Persistence — 0 to 1, how much each successive octave contributes; low = smooth, high = rough.
  • Seed — the same seed and settings regenerate the identical map.

Privacy note

Noise is computed locally in your browser and never uploaded. The output is a deterministic procedural field — not secure randomness, and not data about anything real.

FAQ

Perlin or Simplex — which should I use? Simplex for most new work: it’s smoother, faster at higher dimensions, and has fewer grid-aligned artifacts. Perlin when you want the classic look or need to match an existing implementation.

How do octaves and persistence interact? Octaves add layers of finer detail; persistence sets how loud each layer is. Terrain typically uses 4–6 octaves with persistence ~0.5.

How do I turn the grid into terrain? Map value ranges to tiles (e.g. below 0.3 water, below 0.6 plains, else mountains). Because it’s seeded, your world regenerates identically from one number — the classic procedural-game trick.